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Diffstat (limited to 'source/blender/python/api2_2x/doc/Object.py')
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diff --git a/source/blender/python/api2_2x/doc/Object.py b/source/blender/python/api2_2x/doc/Object.py deleted file mode 100644 index c5ce7a4d2bf..00000000000 --- a/source/blender/python/api2_2x/doc/Object.py +++ /dev/null @@ -1,1790 +0,0 @@ -# Blender.Object module and the Object PyType object - -""" -The Blender.Object submodule - -B{New}: - - Addition of attributes for particle deflection, softbodies, and - rigidbodies. - - Objects now increment the Blender user count when they are created and - decremented it when they are destroyed. This means Python scripts can - keep the object "alive" if it is deleted in the Blender GUI. - - L{Object.getData} now accepts two optional bool keyword argument to - define (1) if the user wants the data object or just its name - and (2) if a mesh object should use NMesh or Mesh. - - L{Object.clearScriptLinks} accepts a parameter now. - - Object attributes: renamed Layer to L{Layers<Object.Object.Layers>} and - added the easier L{layers<Object.Object.layers>}. The old form "Layer" - will continue to work. - - -Object -====== - -This module provides access to the B{Objects} in Blender. - -Example:: - - import Blender - scn = Blender.Scene.GetCurrent() # get the current scene - cam = Blender.Camera.New('ortho') # make ortho camera data object - ob = scn.objects.new(cam) # make a new object in this scene using the camera data - ob.setLocation (0.0, -5.0, 1.0) # position the object in the scene - - Blender.Redraw() # redraw the scene to show the updates. - -@type DrawModes: readonly dictionary -@var DrawModes: Constant dict used for with L{Object.drawMode} bitfield - attribute. Values can be ORed together. Individual bits can also - be set/cleared with boolean attributes. - - AXIS: Enable display of active object's center and axis. - - TEXSPACE: Enable display of active object's texture space. - - NAME: Enable display of active object's name. - - WIRE: Enable the active object's wireframe over solid drawing. - - XRAY: Enable drawing the active object in front of others. - - TRANSP: Enable transparent materials for the active object (mesh only). - -@type DrawTypes: readonly dictionary -@var DrawTypes: Constant dict used for with L{Object.drawType} attribute. - Only one type can be selected at a time. - - BOUNDBOX: Only draw object with bounding box - - WIRE: Draw object in wireframe - - SOLID: Draw object in solid - - SHADED: Draw object with shaded or textured - -@type ParentTypes: readonly dictionary -@var ParentTypes: Constant dict used for with L{Object.parentType} attribute. - - OBJECT: Object parent type. - - CURVE: Curve deform parent type. - - LATTICE: Lattice deform parent type. Note: This is the same as ARMATURE, 2.43 was released with LATTICE as an invalid value. - - ARMATURE: Armature deform parent type. - - VERT1: 1 mesh vert parent type. - - VERT3: 1 mesh verts parent type. - - BONE: Armature bone parent type. - - -@type ProtectFlags: readonly dictionary -@var ProtectFlags: Constant dict used for with L{Object.protectFlags} attribute. - Values can be ORed together. - - LOCX, LOCY, LOCZ: lock x, y or z location individually - - ROTX, ROTY, ROTZ: lock x, y or z rotation individually - - SCALEX, SCALEY, SCALEZ: lock x, y or z scale individually - - LOC, ROT, SCALE: lock all 3 attributes for location, rotation or scale - -@type PITypes: readonly dictionary -@var PITypes: Constant dict used for with L{Object.piType} attribute. - Only one type can be selected at a time. - - NONE: No force influence on particles - - FORCE: Object center attracts or repels particles ("Spherical") - - VORTEX: Particles swirl around Z-axis of the object - - WIND: Constant force applied in direction of object Z axis - - GUIDE: Use a Curve Path to guide particles - -@type RBFlags: readonly dictionary -@var RBFlags: Constant dict used for with L{Object.rbFlags} attribute. - Values can be ORed together. - - SECTOR: All game elements should be in the Sector boundbox - - PROP: An Object fixed within a sector - - BOUNDS: Specify a bounds object for physics - - ACTOR: Enables objects that are evaluated by the engine - - DYNAMIC: Enables motion defined by laws of physics (requires ACTOR) - - GHOST: Enable objects that don't restitute collisions (requires ACTOR) - - MAINACTOR: Enables MainActor (requires ACTOR) - - RIGIDBODY: Enable rolling physics (requires ACTOR, DYNAMIC) - - COLLISION_RESPONSE: Disable auto (de)activation (requires ACTOR, DYNAMIC) - - USEFH: Use Fh settings in Materials (requires ACTOR, DYNAMIC) - - ROTFH: Use face normal to rotate Object (requires ACTOR, DYNAMIC) - - ANISOTROPIC: Enable anisotropic friction (requires ACTOR, DYNAMIC) - - CHILD: reserved - -@type IpoKeyTypes: readonly dictionary -@var IpoKeyTypes: Constant dict used for with L{Object.insertIpoKey} attribute. - Values can be ORed together. - - LOC - - ROT - - SIZE - - LOCROT - - LOCROTSIZE - - LAYER - - PI_STRENGTH - - PI_FALLOFF - - PI_SURFACEDAMP - - PI_RANDOMDAMP - - PI_PERM - -@type RBShapes: readonly dictionary -@var RBShapes: Constant dict used for with L{Object.rbShapeBoundType} - attribute. Only one type can be selected at a time. Values are - BOX, SPHERE, CYLINDER, CONE, and POLYHEDERON - -@type EmptyShapes: readonly dictionary -@var EmptyShapes: Constant dict used for with L{Object.emptyShape} attribute. - Only one type can be selected at a time. Values are - ARROW, ARROWS, AXES, CIRCLE, CONE, CUBE AND SPHERE -""" - -def New (type, name='type'): - """ - Creates a new Object. Deprecated; instead use Scene.objects.new(). - @type type: string - @param type: The Object type: 'Armature', 'Camera', 'Curve', 'Lamp', 'Lattice', - 'Mball', 'Mesh', 'Surf' or 'Empty'. - @type name: string - @param name: The name of the object. By default, the name will be the same - as the object type. - If the name is already in use, this new object will have a number at the end of the name. - @return: The created Object. - - I{B{Example:}} - - The example below creates a new Lamp object and puts it at the default - location (0, 0, 0) in the current scene:: - import Blender - - object = Blender.Object.New('Lamp') - lamp = Blender.Lamp.New('Spot') - object.link(lamp) - sce = Blender.Scene.GetCurrent() - sce.link(object) - - Blender.Redraw() - @Note: if an object is created but is not linked to object data, and the - object is not linked to a scene, it will be deleted when the Python - object is deallocated. This is because Blender does not allow objects - to exist without object data unless they are Empty objects. Scene.link() - will automatically create object data for an object if it has none. - """ - -def Get (name = None): - """ - Get the Object from Blender. - @type name: string - @param name: The name of the requested Object. - @return: It depends on the 'name' parameter: - - (name): The Object with the given name; - - (): A list with all Objects in the current scene. - - I{B{Example 1:}} - - The example below works on the default scene. The script returns the plane object and prints the location of the plane:: - import Blender - - object = Blender.Object.Get ('plane') - print object.getLocation() - - I{B{Example 2:}} - - The example below works on the default scene. The script returns all objects - in the scene and prints the list of object names:: - import Blender - - objects = Blender.Object.Get () - print objects - @note: Get will return objects from all scenes. - Most user tools should only operate on objects from the current scene - Blender.Scene.GetCurrent().getChildren() - """ - -def GetSelected (): - """ - Get the user selection. If no objects are selected, an empty list will be returned. - - @return: A list of all selected Objects in the current scene. - - I{B{Example:}} - - The example below works on the default scene. Select one or more objects and - the script will print the selected objects:: - import Blender - - objects = Blender.Object.GetSelected() - print objects - @note: The active object will always be the first object in the list (if selected). - @note: The user selection is made up of selected objects from Blender's current scene only. - @note: The user selection is limited to objects on visible layers; - if the user's last active 3d view is in localview then the selection will be limited to the objects in that localview. - """ - - -def Duplicate (mesh=0, surface=0, curve=0, text=0, metaball=0, armature=0, lamp=0, material=0, texture=0, ipo=0): - """ - Duplicate selected objects on visible layers from Blenders current scene, - de-selecting the currently visible, selected objects and making a copy where all new objects are selected. - By default no data linked to the object is duplicated; use the keyword arguments to change this. - L{Object.GetSelected()<GetSelected>} will return the list of objects resulting from duplication. - - B{Note}: This command will raise an error if used from the command line (background mode) because it uses the 3D view context. - - @type mesh: bool - @param mesh: When non-zero, mesh object data will be duplicated with the objects. - @type surface: bool - @param surface: When non-zero, surface object data will be duplicated with the objects. - @type curve: bool - @param curve: When non-zero, curve object data will be duplicated with the objects. - @type text: bool - @param text: When non-zero, text object data will be duplicated with the objects. - @type metaball: bool - @param metaball: When non-zero, metaball object data will be duplicated with the objects. - @type armature: bool - @param armature: When non-zero, armature object data will be duplicated with the objects. - @type lamp: bool - @param lamp: When non-zero, lamp object data will be duplicated with the objects. - @type material: bool - @param material: When non-zero, materials used by the object or its object data will be duplicated with the objects. - @type texture: bool - @param texture: When non-zero, texture data used by the object's materials will be duplicated with the objects. - @type ipo: bool - @param ipo: When non-zero, Ipo data linked to the object will be duplicated with the objects. - - I{B{Example:}} - - The example below creates duplicates the active object 10 times - and moves each object 1.0 on the X axis:: - import Blender - - scn = Scene.GetCurrent() - ob_act = scn.objects.active - - # Unselect all - scn.objects.selected = [] - ob_act.sel = 1 - - for x in xrange(10): - Blender.Object.Duplicate() # Duplicate linked - ob_act = scn.objects.active - ob_act.LocX += 1 - Blender.Redraw() - """ - -from IDProp import IDGroup, IDArray -class Object: - """ - The Object object - ================= - This object gives access to generic data from all objects in Blender. - - B{Note}: - When dealing with properties and functions such as LocX/RotY/getLocation(), getSize() and getEuler(), - keep in mind that these transformation properties are relative to the object itself, ignoring any other transformations. - - To get these values in worldspace (taking into account vertex parents, constraints, etc.) - pass the argument 'worldspace' to these functions. - - @ivar restrictDisplay: Don't display this object in the 3D view: disabled by default, use the outliner to toggle. - @type restrictDisplay: bool - @ivar restrictSelect: Don't select this object in the 3D view: disabled by default, use the outliner to toggle. - @type restrictSelect: bool - @ivar restrictRender: Don't render this object: disabled by default, use the outliner to toggle. - @type restrictRender: bool - @ivar LocX: The X location coordinate of the object. - @type LocX: float - @ivar LocY: The Y location coordinate of the object. - @type LocY: float - @ivar LocZ: The Z location coordinate of the object. - @type LocZ: float - @ivar loc: The (X,Y,Z) location coordinates of the object. - @type loc: tuple of 3 floats - @ivar dLocX: The delta X location coordinate of the object. - This variable applies to IPO Objects only. - @type dLocX: float - @ivar dLocY: The delta Y location coordinate of the object. - This variable applies to IPO Objects only. - @type dLocY: float - @ivar dLocZ: The delta Z location coordinate of the object. - This variable applies to IPO Objects only. - @type dLocZ: float - @ivar dloc: The delta (X,Y,Z) location coordinates of the object (vector). - This variable applies to IPO Objects only. - @type dloc: tuple of 3 floats - @ivar RotX: The X rotation angle (in radians) of the object. - @type RotX: float - @ivar RotY: The Y rotation angle (in radians) of the object. - @type RotY: float - @ivar RotZ: The Z rotation angle (in radians) of the object. - @type RotZ: float - @ivar rot: The (X,Y,Z) rotation angles (in radians) of the object. - @type rot: euler (Py_WRAPPED) - @ivar dRotX: The delta X rotation angle (in radians) of the object. - This variable applies to IPO Objects only. - @type dRotX: float - @ivar dRotY: The delta Y rotation angle (in radians) of the object. - This variable applies to IPO Objects only. - @type dRotY: float - @ivar dRotZ: The delta Z rotation angle (in radians) of the object. - This variable applies to IPO Objects only. - @type dRotZ: float - @ivar drot: The delta (X,Y,Z) rotation angles (in radians) of the object. - This variable applies to IPO Objects only. - @type drot: tuple of 3 floats - @ivar SizeX: The X size of the object. - @type SizeX: float - @ivar SizeY: The Y size of the object. - @type SizeY: float - @ivar SizeZ: The Z size of the object. - @type SizeZ: float - @ivar size: The (X,Y,Z) size of the object. - @type size: tuple of 3 floats - @ivar dSizeX: The delta X size of the object. - @type dSizeX: float - @ivar dSizeY: The delta Y size of the object. - @type dSizeY: float - @ivar dSizeZ: The delta Z size of the object. - @type dSizeZ: float - @ivar dsize: The delta (X,Y,Z) size of the object. - @type dsize: tuple of 3 floats - @ivar Layers: The object layers (also check the newer attribute - L{layers<layers>}). This value is a bitmask with at - least one position set for the 20 possible layers starting from the low - order bit. The easiest way to deal with these values in in hexadecimal - notation. - Example:: - ob.Layer = 0x04 # sets layer 3 ( bit pattern 0100 ) - After setting the Layer value, call Blender.Redraw( -1 ) to update - the interface. - @type Layers: integer (bitmask) - @type layers: list of integers - @ivar layers: The layers this object is visible in (also check the older - attribute L{Layers<Layers>}). This returns a list of - integers in the range [1, 20], each number representing the respective - layer. Setting is done by passing a list of ints or an empty list for - no layers. - Example:: - ob.layers = [] # object won't be visible - ob.layers = [1, 4] # object visible only in layers 1 and 4 - ls = o.layers - ls.append(10) - o.layers = ls - print ob.layers # will print: [1, 4, 10] - B{Note}: changes will only be visible after the screen (at least - the 3d View and Buttons windows) is redrawn. - @ivar parent: The parent object of the object (if defined). Read-only. - @type parent: Object or None - @ivar data: The Datablock object linked to this object. Read-only. - @type data: varies - @ivar ipo: Contains the Ipo if one is assigned to the object, B{None} - otherwise. Setting to B{None} clears the current Ipo. - @type ipo: Ipo - @ivar mat: The matrix of the object in world space (absolute, takes vertex parents, tracking - and Ipos into account). Read-only. - @type mat: Matrix - @ivar matrix: Same as L{mat}. Read-only. - @type matrix: Matrix - @ivar matrixLocal: The matrix of the object relative to its parent; if there is no parent, - returns the world matrix (L{matrixWorld<Object.Object.matrixWorld>}). - @type matrixLocal: Matrix - @ivar matrixParentInverse: The inverse if the parents local matrix, set when the objects parent is set (wrapped). - @type matrixParentInverse: Matrix - @ivar matrixOldWorld: Old-type worldspace matrix (prior to Blender 2.34). - Read-only. - @type matrixOldWorld: Matrix - @ivar matrixWorld: Same as L{mat}. Read-only. - @type matrixWorld: Matrix - @ivar colbits: The Material usage mask. A set bit #n means: the Material - #n in the Object's material list is used. Otherwise, the Material #n - of the Objects Data material list is displayed. - Example:: - object.colbits = (1<<0) + (1<<5) # use mesh materials 0 (1<<0) and 5 (1<<5) - # use object materials for all others - @ivar sel: The selection state of the object in the current scene. - True is selected, False is unselected. Setting makes the object active. - @type sel: boolean - @ivar effects: The list of particle effects associated with the object. (depricated, will always return an empty list) - Read-only. - @type effects: list of Effect objects - @ivar parentbonename: The string name of the parent bone (if defined). - This can be set to another bone in the armature if the object already has a bone parent. - @type parentbonename: string or None - @ivar parentVertexIndex: A list of vertex parent indicies, with a length of 0, 1 or 3. When there are 1 or 3 vertex parents, the indicies can be assigned to a sequence of the same length. - @type parentVertexIndex: list - @ivar protectFlags: The "transform locking" bitfield flags for the object. - See L{ProtectFlags} const dict for values. - @type protectFlags: int - @ivar DupGroup: The DupliGroup Animation Property. Assign a group to - DupGroup to make this object an instance of that group. - This does not enable or disable the DupliGroup option, for that use - L{enableDupGroup}. - The attribute returns None when this object does not have a dupliGroup, - and setting the attrbute to None deletes the object from the group. - @type DupGroup: Group or None - @ivar DupObjects: The Dupli object instances. Read-only. - Returns of list of tuples for object duplicated - by dupliframe, dupliverts dupligroups and other animation properties. - The first tuple item is the original object that is duplicated, - the second is the 4x4 worldspace dupli-matrix. - Example:: - import Blender - from Blender import Object, Scene, Mathutils - - ob= Object.Get('Cube') - dupe_obs= ob.DupObjects - scn= Scene.GetCurrent() - for dupe_ob, dupe_matrix in dupe_obs: - print dupe_ob.name - empty_ob = scn.objects.new('Empty') - empty_ob.setMatrix(dupe_matrix) - Blender.Redraw() - @type DupObjects: list of tuples containing (object, matrix) - @ivar enableNLAOverride: Whether the object uses NLA or active Action for animation. When True the NLA is used. - @type enableNLAOverride: boolean - @ivar enableDupVerts: The DupliVerts status of the object. - Does not indicate that this object has any dupliVerts, - (as returned by L{DupObjects}) just that dupliVerts are enabled. - @type enableDupVerts: boolean - @ivar enableDupFaces: The DupliFaces status of the object. - Does not indicate that this object has any dupliFaces, - (as returned by L{DupObjects}) just that dupliFaces are enabled. - @type enableDupFaces: boolean - @ivar enableDupFacesScale: The DupliFacesScale status of the object. - @type enableDupFacesScale: boolean - @ivar dupFacesScaleFac: Scale factor for dupliface instance, 1.0 by default. - @type dupFacesScaleFac: float - @ivar enableDupFrames: The DupliFrames status of the object. - Does not indicate that this object has any dupliFrames, - (as returned by L{DupObjects}) just that dupliFrames are enabled. - @type enableDupFrames: boolean - @ivar enableDupGroup: The DupliGroup status of the object. - Set True to make this object an instance of the object's L{DupGroup}, - and set L{DupGroup} to a group for this to take effect, - Use L{DupObjects} to get the object data from this instance. - @type enableDupGroup: boolean - @ivar enableDupRot: The DupliRot status of the object. - Use with L{enableDupVerts} to rotate each instance - by the vertex normal. - @type enableDupRot: boolean - @ivar enableDupNoSpeed: The DupliNoSpeed status of the object. - Use with L{enableDupFrames} to ignore dupliFrame speed. - @type enableDupNoSpeed: boolean - @ivar DupSta: The DupliFrame starting frame. Use with L{enableDupFrames}. - Value clamped to [1,32767]. - @type DupSta: int - @ivar DupEnd: The DupliFrame end frame. Use with L{enableDupFrames}. - Value clamped to [1,32767]. - @type DupEnd: int - @ivar DupOn: The DupliFrames in succession between DupOff frames. - Value is clamped to [1,1500]. - Use with L{enableDupFrames} and L{DupOff} > 0. - @type DupOn: int - @ivar DupOff: The DupliFrame removal of every Nth frame for this object. - Use with L{enableDupFrames}. Value is clamped to [0,1500]. - @type DupOff: int - @ivar passIndex: Index # for the IndexOB render pass. - Value is clamped to [0,1000]. - @type passIndex: int - @ivar activeMaterial: The active material index for this object. - - The active index is used to select the material to edit in the material buttons, - new data created will also use the active material. - - Value is clamped to [1,len(ob.materials)]. - [0,0] when there is no materials applied to the object. - @type activeMaterial: int - @ivar activeShape: The active shape key index for this object. - - The active index is used to select the material to edit in the material buttons, - new data created will also use the active material. - - Value is clamped to [1,len(ob.data.key.blocks)]. - [0,0] when there are no keys. - - @type activeShape: int - - @ivar pinShape: If True, only the activeShape will be displayed. - @type pinShape: bool - @ivar drawSize: The size to display the Empty. - Value clamped to [0.01,10.0]. - @type drawSize: float - @ivar modifiers: The modifiers associated with the object. - Example:: - # copy the active objects modifiers to all other visible selected objects - from Blender import * - scn = Scene.GetCurrent() - ob_act = scn.objects.active - for ob in scn.objects.context: - # Cannot copy modifiers to an object of a different type - if ob.type == ob_act.type: - ob.modifiers = ob_act.modifiers - @type modifiers: L{Modifier Sequence<Modifier.ModSeq>} - @ivar constraints: a L{sequence<Constraint.Constraints>} of - L{constraints<Constraint.Constraint>} for the object. Read-only. - @type constraints: Constraint Sequence - @ivar actionStrips: a L{sequence<NLA.ActionStrips>} of - L{action strips<NLA.ActionStrip>} for the object. Read-only. - @type actionStrips: BPy_ActionStrips - @ivar action: The action associated with this object (if defined). - @type action: L{Action<NLA.Action>} or None - @ivar oopsLoc: Object's (X,Y) OOPs location. Returns None if object - is not found in list. - @type oopsLoc: tuple of 2 floats - @ivar oopsSel: Object OOPs selection flag. - @type oopsSel: boolean - @ivar game_properties: The object's properties. Read-only. - @type game_properties: list of Properties. - @ivar timeOffset: The time offset of the object's animation. - Value clamped to [-300000.0,300000.0]. - @type timeOffset: float - @ivar track: The object's tracked object. B{None} is returned if no - object is tracked. Also, assigning B{None} clear the tracked object. - @type track: Object or None - @ivar type: The object's type. Read-only. - @type type: string - @ivar boundingBox: The bounding box of this object. Read-only. - @type boundingBox: list of 8 3D vectors - @ivar drawType: The object's drawing type. - See L{DrawTypes} constant dict for values. - @type drawType: int - @ivar emptyShape: The empty drawing shape. - See L{EmptyShapes} constant dict for values. - @ivar parentType: The object's parent type. Read-only. - See L{ParentTypes} constant dict for values. - @type parentType: int - @ivar axis: Enable display of active object's center and axis. - Also see B{AXIS} bit in L{drawMode} attribute. - @type axis: boolean - @ivar texSpace: Enable display of active object's texture space. - Also see B{TEXSPACE} bit in L{drawMode} attribute. - @type texSpace: boolean - @ivar nameMode: Enable display of active object's name. - Also see B{NAME} bit in L{drawMode} attribute. - @type nameMode: boolean - @ivar wireMode: Enable the active object's wireframe over solid drawing. - Also see B{WIRE} bit in L{drawMode} attribute. - @type wireMode: boolean - @ivar xRay: Enable drawing the active object in front of others. - Also see B{XRAY} bit in L{drawMode} attribute. - @type xRay: boolean - @ivar transp: Enable transparent materials for the active object - (mesh only). Also see B{TRANSP} bit in L{drawMode} attribute. - @type transp: boolean - @ivar color: Object color used by the game engine and optionally for materials, 4 floats for RGBA object color. - @type color: tuple of 4 floats between 0 and 1 - @ivar drawMode: The object's drawing mode bitfield. - See L{DrawModes} constant dict for values. - @type drawMode: int - - @ivar piType: Type of particle interaction. - See L{PITypes} constant dict for values. - @type piType: int - @ivar piFalloff: The particle interaction falloff power. - Value clamped to [0.0,10.0]. - @type piFalloff: float - @ivar piMaxDist: Max distance for the particle interaction field to work. - Value clamped to [0.0,1000.0]. - @type piMaxDist: float - @ivar piPermeability: Probability that a particle will pass through the - mesh. Value clamped to [0.0,1.0]. - @type piPermeability: float - @ivar piRandomDamp: Random variation of particle interaction damping. - Value clamped to [0.0,1.0]. - @type piRandomDamp: float - @ivar piSoftbodyDamp: Damping factor for softbody deflection. - Value clamped to [0.0,1.0]. - @type piSoftbodyDamp: float - @ivar piSoftbodyIThick: Inner face thickness for softbody deflection. - Value clamped to [0.001,1.0]. - @type piSoftbodyIThick: float - @ivar piSoftbodyOThick: Outer face thickness for softbody deflection. - Value clamped to [0.001,1.0]. - @type piSoftbodyOThick: float - @ivar piStrength: Particle interaction force field strength. - Value clamped to [0.0,1000.0]. - @type piStrength: float - @ivar piSurfaceDamp: Amount of damping during particle collision. - Value clamped to [0.0,1.0]. - @type piSurfaceDamp: float - @ivar piUseMaxDist: Use a maximum distance for the field to work. - @type piUseMaxDist: boolean - - @ivar isSoftBody: True if object is a soft body. Read-only. - @type isSoftBody: boolean - @ivar SBDefaultGoal: Default softbody goal value, when no vertex group used. - Value clamped to [0.0,1.0]. - @type SBDefaultGoal: float - @ivar SBErrorLimit: Softbody Runge-Kutta ODE solver error limit (low values give more precision). - Value clamped to [0.01,1.0]. - @type SBErrorLimit: float - @ivar SBFriction: General media friction for softbody point movements. - Value clamped to [0.0,10.0]. - @type SBFriction: float - @ivar SBGoalFriction: Softbody goal (vertex target position) friction. - Value clamped to [0.0,10.0]. - @type SBGoalFriction: float - @ivar SBGoalSpring: Softbody goal (vertex target position) spring stiffness. - Value clamped to [0.0,0.999]. - @type SBGoalSpring: float - @ivar SBGrav: Apply gravitation to softbody point movement. - Value clamped to [0.0,10.0]. - @type SBGrav: float - @ivar SBInnerSpring: Softbody edge spring stiffness. - Value clamped to [0.0,0.999]. - @type SBInnerSpring: float - @ivar SBInnerSpringFrict: Softbody edge spring friction. - Value clamped to [0.0,10.0]. - @type SBInnerSpringFrict: float - @ivar SBMass: Softbody point mass (heavier is slower). - Value clamped to [0.001,50.0]. - @type SBMass: float - @ivar SBMaxGoal: Softbody goal maximum (vertex group weights scaled to - match this range). Value clamped to [0.0,1.0]. - @type SBMaxGoal: float - @ivar SBMinGoal: Softbody goal minimum (vertex group weights scaled to - match this range). Value clamped to [0.0,1.0]. - @type SBMinGoal: float - @ivar SBSpeed: Tweak timing for physics to control softbody frequency and - speed. Value clamped to [0.0,10.0]. - @type SBSpeed: float - @ivar SBStiffQuads: Softbody adds diagonal springs on 4-gons enabled. - @type SBStiffQuads: boolean - @ivar SBUseEdges: Softbody use edges as springs enabled. - @type SBUseEdges: boolean - @ivar SBUseGoal: Softbody forces for vertices to stick to animated position enabled. - @type SBUseGoal: boolean - - @ivar rbFlags: Rigid body bitfield. See L{RBFlags} for valid values. - @type rbFlags: int - @ivar rbMass: Rigid body mass. Must be a positive value. - @type rbMass: float - @ivar rbRadius: Rigid body bounding sphere size. Must be a positive - value. - @type rbRadius: float - @ivar rbShapeBoundType: Rigid body shape bound type. See L{RBShapes} - const dict for values. - @type rbShapeBoundType: int - @ivar trackAxis: Track axis. Return string 'X' | 'Y' | 'Z' | '-X' | '-Y' | '-Z' (readonly) - @type trackAxis: string - @ivar upAxis: Up axis. Return string 'Y' | 'Y' | 'Z' (readonly) - @type upAxis: string - """ - def getParticleSystems(): - """ - Return a list of particle systems linked to this object (see Blender.Particle). - """ - - def newParticleSystem(name = None): - """ - Link a particle system (see Blender.Particle). If no name is - given, a new particle system is created. If a name is given and a - particle system with that name exists, it is linked to the object. - @type name: string - @param name: The name of the requested Particle system (optional). - """ - - def addVertexGroupsFromArmature(object): - """ - Add vertex groups from armature using the bone heat method - This method can be only used with an Object of the type Mesh when NOT in edit mode. - @type object: a bpy armature - """ - - def buildParts(): - """ - Recomputes the particle system. This method only applies to an Object of - the type Effect. (depricated, does nothing now, use makeDisplayList instead to update the modifier stack) - """ - - def insertShapeKey(): - """ - Insert a Shape Key in the current object. It applies to Objects of - the type Mesh, Lattice, or Curve. - """ - - def getPose(): - """ - Gets the current Pose of the object. - @rtype: Pose object - @return: the current pose object - """ - - def evaluatePose(framenumber): - """ - Evaluates the Pose based on its currently bound action at a certain frame. - @type framenumber: Int - @param framenumber: The frame number to evaluate to. - """ - - def clearIpo(): - """ - Unlinks the ipo from this object. - @return: True if there was an ipo linked or False otherwise. - """ - - def clrParent(mode = 0, fast = 0): - """ - Clears parent object. - @type mode: Integer - @type fast: Integer - @param mode: A mode flag. If mode flag is 2, then the object transform will - be kept. Any other value, or no value at all will update the object - transform. - @param fast: If the value is 0, the scene hierarchy will not be updated. Any - other value, or no value at all will update the scene hierarchy. - """ - - def getData(name_only=False, mesh=False): - """ - Returns the Datablock object (Mesh, Lamp, Camera, etc.) linked to this - Object. If the keyword parameter B{name_only} is True, only the Datablock - name is returned as a string. It the object is of type Mesh, then the - B{mesh} keyword can also be used; the data return is a Mesh object if - True, otherwise it is an NMesh object (the default). - The B{mesh} keyword is ignored for non-mesh objects. - @type name_only: bool - @param name_only: This is a keyword parameter. If True (or nonzero), - only the name of the data object is returned. - @type mesh: bool - @param mesh: This is a keyword parameter. If True (or nonzero), - a Mesh data object is returned. - @rtype: specific Object type or string - @return: Depends on the type of Datablock linked to the Object. If - B{name_only} is True, it returns a string. - @note: Mesh is faster than NMesh because Mesh is a thin wrapper. - @note: This function is different from L{NMesh.GetRaw} and L{Mesh.Get} - because it keeps a link to the original mesh, which is needed if you are - dealing with Mesh weight groups. - @note: Make sure the object you are getting the data from isn't in - EditMode before calling this function; otherwise you'll get the data - before entering EditMode. See L{Window.EditMode}. - """ - - def getParentBoneName(): - """ - Returns None, or the 'sub-name' of the parent (eg. Bone name) - @return: string - """ - - def getDeltaLocation(): - """ - Returns the object's delta location in a list (x, y, z) - @rtype: A vector triple - @return: (x, y, z) - """ - - def getDrawMode(): - """ - Returns the object draw mode. - @rtype: Integer - @return: a sum of the following: - - 2 - axis - - 4 - texspace - - 8 - drawname - - 16 - drawimage - - 32 - drawwire - - 64 - xray - """ - - def getDrawType(): - """ - Returns the object draw type - @rtype: Integer - @return: One of the following: - - 1 - Bounding box - - 2 - Wire - - 3 - Solid - - 4 - Shaded - - 5 - Textured - """ - - def getEuler(space): - """ - @type space: string - @param space: The desired space for the size: - - localspace: (default) location without other transformations - - worldspace: location taking vertex parents, tracking and - Ipos into account - Returns the object's localspace rotation as Euler rotation vector (rotX, rotY, rotZ). Angles are in radians. - @rtype: Py_Euler - @return: A python Euler. Data is wrapped when euler is present. - """ - - def getInverseMatrix(): - """ - Returns the object's inverse matrix. - @rtype: Py_Matrix - @return: A python matrix 4x4 - """ - - def getIpo(): - """ - Returns the Ipo associated to this object or None if there's no linked ipo. - @rtype: Ipo - @return: the wrapped ipo or None. - """ - def isSelected(): - """ - Returns the objects selection state in the current scene as a boolean value True or False. - @rtype: Boolean - @return: Selection state as True or False - """ - - def getLocation(space): - """ - @type space: string - @param space: The desired space for the location: - - localspace: (default) location without other transformations - - worldspace: location taking vertex parents, tracking and - Ipos into account - Returns the object's location (x, y, z). - @return: (x, y, z) - - I{B{Example:}} - - The example below works on the default scene. It retrieves all objects in - the scene and prints the name and location of each object:: - import Blender - - sce = Blender.Scene.GetCurrent() - - for ob in sce.objects: - print obj.name - print obj.loc - @note: the worldspace location is the same as ob.matrixWorld[3][0:3] - """ - - def getAction(): - """ - Returns an action if one is associated with this object (only useful for armature types). - @rtype: Py_Action - @return: a python action. - """ - - def getMaterials(what = 0): - """ - Returns a list of materials assigned to the object. - @type what: int - @param what: if nonzero, empty slots will be returned as None's instead - of being ignored (default way). See L{NMesh.NMesh.getMaterials}. - @rtype: list of Material Objects - @return: list of Material Objects assigned to the object. - """ - - def getMatrix(space = 'worldspace'): - """ - Returns the object matrix. - @type space: string - @param space: The desired matrix: - - worldspace (default): absolute, taking vertex parents, tracking and - Ipo's into account; - - localspace: relative to the object's parent (returns worldspace - matrix if the object doesn't have a parent); - - old_worldspace: old behavior, prior to Blender 2.34, where eventual - changes made by the script itself were not taken into account until - a redraw happened, either called by the script or upon its exit. - Returns the object matrix. - @rtype: Py_Matrix (WRAPPED DATA) - @return: a python 4x4 matrix object. Data is wrapped for 'worldspace' - """ - - def getName(): - """ - Returns the name of the object - @return: The name of the object - - I{B{Example:}} - - The example below works on the default scene. It retrieves all objects in - the scene and prints the name of each object:: - import Blender - - sce= Blender.Scene.GetCurrent() - - for ob in sce.objects: - print ob.getName() - """ - - def getParent(): - """ - Returns the object's parent object. - @rtype: Object - @return: The parent object of the object. If not available, None will be - returned. - """ - - def getSize(space): - """ - @type space: string - @param space: The desired space for the size: - - localspace: (default) location without other transformations - - worldspace: location taking vertex parents, tracking and - Ipos into account - Returns the object's size. - @return: (SizeX, SizeY, SizeZ) - @note: the worldspace size will not return negative (flipped) scale values. - """ - - def getParentBoneName(): - """ - Returns the object's parent object's sub name, or None. - For objects parented to bones, this is the name of the bone. - @rtype: String - @return: The parent object sub-name of the object. - If not available, None will be returned. - """ - - def getTimeOffset(): - """ - Returns the time offset of the object's animation. - @return: TimeOffset - """ - - def getTracked(): - """ - Returns the object's tracked object. - @rtype: Object - @return: The tracked object of the object. If not available, None will be - returned. - """ - - def getType(): - """ - Returns the type of the object in 'Armature', 'Camera', 'Curve', 'Lamp', 'Lattice', - 'Mball', 'Mesh', 'Surf', 'Empty', 'Wave' (deprecated) or 'unknown' in exceptional cases. - - I{B{Example:}} - - The example below works on the default scene. It retrieves all objects in - the scene and updates the location and rotation of the camera. When run, - the camera will rotate 180 degrees and moved to the opposite side of the X - axis. Note that the number 'pi' in the example is an approximation of the - true number 'pi'. A better, less error-prone value of pi is math.pi from the python math module.:: - import Blender - - sce = Blender.Scene.GetCurrent() - - for obj in sce.objects: - if obj.type == 'Camera': - obj.LocY = -obj.LocY - obj.RotZ = 3.141592 - obj.RotZ - - Blender.Redraw() - - @return: The type of object. - @rtype: String - """ - - def insertIpoKey(keytype): - """ - Inserts keytype values in object ipo at curframe. - @type keytype: int - @param keytype: A constant from L{IpoKeyTypes<Object.IpoKeyTypes>} - @return: None - """ - - def link(datablock): - """ - Links Object with ObData datablock provided in the argument. The data must match the - Object's type, so you cannot link a Lamp to a Mesh type object. - @type datablock: Blender ObData datablock - @param datablock: A Blender datablock matching the objects type. - """ - - def makeParent(objects, noninverse = 0, fast = 0): - """ - Makes the object the parent of the objects provided in the argument which - must be a list of valid Objects. - @type objects: Sequence of Blender Object - @param objects: The children of the parent - @type noninverse: Integer - @param noninverse: - 0 - make parent with inverse - 1 - make parent without inverse - @type fast: Integer - @param fast: - 0 - update scene hierarchy automatically - 1 - don't update scene hierarchy (faster). In this case, you must - explicitely update the Scene hierarchy. - @warn: objects must first be linked to a scene before they can become - parents of other objects. Calling this makeParent method for an - unlinked object will result in an error. - """ - - def join(objects): - """ - Uses the object as a base for all of the objects in the provided list to join into. - - @type objects: Sequence of Blender Object - @param objects: A list of objects matching the object's type. - @note: Objects in the list will not be removed from the scene. - To avoid overlapping data you may want to remove them manually after joining. - @note: Join modifies the base object's data in place so that - other objects are joined into it. No new object or data is created. - @note: Join will only work for object types Mesh, Armature, Curve and Surface; - an excption will be raised if the object is not of these types. - @note: Objects in the list will be ignored if they to not match the base object. - @note: The base object must be in the current scene to be joined. - @note: This function will not work in background mode (no user interface). - @note: An error in the function input will raise a TypeError or AttributeError, - otherwise an error in the data input will raise a RuntimeError. - For situations where you don't have tight control on the data that is being joined, - you should handle the RuntimeError error, letting the user know the data can't be joined. - """ - - def makeParentDeform(objects, noninverse = 0, fast = 0): - """ - Makes the object the deformation parent of the objects provided in the argument - which must be a list of valid Objects. - The parent object must be a Curve or Armature. - @type objects: Sequence of Blender Object - @param objects: The children of the parent - @type noninverse: Integer - @param noninverse: - 0 - make parent with inverse - 1 - make parent without inverse - @type fast: Integer - @param fast: - 0 - update scene hierarchy automatically - 1 - don't update scene hierarchy (faster). In this case, you must - explicitely update the Scene hierarchy. - @warn: objects must first be linked to a scene before they can become - parents of other objects. Calling this makeParent method for an - unlinked object will result in an error. - @warn: child objects must be of mesh type to deform correctly. Other object - types will fall back to normal parenting silently. - """ - - def makeParentVertex(objects, indices, noninverse = 0, fast = 0): - """ - Makes the object the vertex parent of the objects provided in the argument - which must be a list of valid Objects. - The parent object must be a Mesh, Curve or Surface. - @type objects: Sequence of Blender Object - @param objects: The children of the parent - @type indices: Tuple of Integers - @param indices: The indices of the vertices you want to parent to (1 or 3 values) - @type noninverse: Integer - @param noninverse: - 0 - make parent with inverse - 1 - make parent without inverse - @type fast: Integer - @param fast: - 0 - update scene hierarchy automatically - 1 - don't update scene hierarchy (faster). In this case, you must - explicitely update the Scene hierarchy. - @warn: objects must first be linked to a scene before they can become - parents of other objects. Calling this makeParent method for an - unlinked object will result in an error. - """ - def makeParentBone(objects, bonename, noninverse = 0, fast = 0): - """ - Makes one of the object's bones the parent of the objects provided in the argument - which must be a list of valid objects. The parent object must be an Armature. - @type objects: Sequence of Blender Object - @param objects: The children of the parent - @type bonename: string - @param bonename: a valid bone name from the armature - @type noninverse: integer - @param noninverse: - 0 - make parent with inverse - 1 - make parent without inverse - @type fast: integer - @param fast: - 0 - update scene hierarchy automatically - 1 - don't update scene hierarchy (faster). In this case, you must - explicitly update the Scene hierarchy. - @warn: Objects must first be linked to a scene before they can become - parents of other objects. Calling this method for an - unlinked object will result in an exception. - """ - - def setDeltaLocation(delta_location): - """ - Sets the object's delta location which must be a vector triple. - @type delta_location: A vector triple - @param delta_location: A vector triple (x, y, z) specifying the new - location. - """ - - def setDrawMode(drawmode): - """ - Sets the object's drawing mode. The drawing mode can be a mix of modes. To - enable these, add up the values. - @type drawmode: Integer - @param drawmode: A sum of the following: - - 2 - axis - - 4 - texspace - - 8 - drawname - - 16 - drawimage - - 32 - drawwire - - 64 - xray - """ - - def setDrawType(drawtype): - """ - Sets the object's drawing type. - @type drawtype: Integer - @param drawtype: One of the following: - - 1 - Bounding box - - 2 - Wire - - 3 - Solid - - 4 - Shaded - - 5 - Textured - """ - - def setEuler(euler): - """ - Sets the object's localspace rotation according to the specified Euler angles. - @type euler: Py_Euler or a list of floats - @param euler: a python Euler or x,y,z rotations as floats - """ - - def setIpo(ipo): - """ - Links an ipo to this object. - @type ipo: Blender Ipo - @param ipo: an object type ipo. - """ - - def setLocation(x, y, z): - """ - Sets the object's location relative to the parent object (if any). - @type x: float - @param x: The X coordinate of the new location. - @type y: float - @param y: The Y coordinate of the new location. - @type z: float - @param z: The Z coordinate of the new location. - """ - - def setMaterials(materials): - """ - Sets the materials. The argument must be a list 16 items or less. Each - list element is either a Material or None. Also see L{colbits}. - @type materials: Materials list - @param materials: A list of Blender material objects. - @note: Materials are assigned to the object's data by default. Unless - you know the material is applied to the object or are changing the - object's L{colbits}, you need to look at the object data's materials. - """ - - def setMatrix(matrix): - """ - Sets the object's matrix and updates its transformation. If the object - has a parent, the matrix transform is relative to the parent. - @type matrix: Py_Matrix 3x3 or 4x4 - @param matrix: a 3x3 or 4x4 Python matrix. If a 3x3 matrix is given, - it is extended to a 4x4 matrix. - @Note: This method is "bad": when called it changes the location, - rotation and size attributes of the object (since Blender uses these - values to calculate the object's transformation matrix). Ton is - not happy having a method which "pretends" to do a matrix operation. - In the future, this method may be replaced with other methods which - make it easier for the user to determine the correct loc/rot/size values - for necessary for the object. - """ - - def setName(name): - """ - Sets the name of the object. A string longer than 20 characters will be shortened. - @type name: String - @param name: The new name for the object. - """ - - def setSize(x, y, z): - """ - Sets the object's size, relative to the parent object (if any), clamped - @type x: float - @param x: The X size multiplier. - @type y: float - @param y: The Y size multiplier. - @type z: float - @param z: The Z size multiplier. - """ - - def setTimeOffset(timeOffset): - """ - Sets the time offset of the object's animation. - @type timeOffset: float - @param timeOffset: The new time offset for the object's animation. - """ - - def shareFrom(object): - """ - Link data of a specified argument with this object. This works only - if both objects are of the same type. - @type object: Blender Object - @param object: A Blender Object of the same type. - @note: This function is faster than using L{getData()} and setData() - because it skips making a Python object from the object's data. - """ - - def select(boolean): - """ - Sets the object's selection state in the current scene. - setting the selection will make this object the active object of this scene. - @type boolean: Integer - @param boolean: - - 0 - unselected - - 1 - selected - """ - - def getBoundBox(worldspace=1): - """ - Returns the worldspace bounding box of this object. This works for meshes (out of - edit mode) and curves. - @type worldspace: int - @param worldspace: An optional argument. When zero, the bounding values will be localspace. - @rtype: list of 8 (x,y,z) float coordinate vectors (WRAPPED DATA) - @return: The coordinates of the 8 corners of the bounding box. Data is wrapped when - bounding box is present. - """ - - def makeDisplayList(): - """ - Forces an update to the objects display data. If the object isn't modified, - there's no need to recalculate this data. - This method is here for the *few cases* where it is needed. - - Example:: - import Blender - - scn = Blender.Scene.GetCurrent() - object = scn.objects.active - object.modifiers.append(Blender.Modifier.Type.SUBSURF) - object.makeDisplayList() - Blender.Window.RedrawAll() - - If you try this example without the line to update the display list, the - object will disappear from the screen until you press "SubSurf". - @warn: If after running your script objects disappear from the screen or - are not displayed correctly, try this method function. But if the script - works properly without it, there's no reason to use it. - """ - - def getScriptLinks (event): - """ - Get a list with this Object's script links of type 'event'. - @type event: string - @param event: "FrameChanged", "Redraw" or "Render". - @rtype: list - @return: a list with Blender L{Text} names (the script links of the given - 'event' type) or None if there are no script links at all. - """ - - def clearScriptLinks (links = None): - """ - Delete script links from this Object. If no list is specified, all - script links are deleted. - @type links: list of strings - @param links: None (default) or a list of Blender L{Text} names. - """ - - def addScriptLink (text, event): - """ - Add a new script link to this Object. - @type text: string - @param text: the name of an existing Blender L{Text}. - @type event: string - @param event: "FrameChanged", "Redraw" or "Render". - """ - - def makeTrack (tracked, fast = 0): - """ - Make this Object track another. - @type tracked: Blender Object - @param tracked: the object to be tracked. - @type fast: int (bool) - @param fast: if zero, the scene hierarchy is updated automatically. If - you set 'fast' to a nonzero value, don't forget to update the scene - yourself (see L{Scene.Scene.update}). - @note: you also need to clear the rotation (L{setEuler}) of this object - if it was not (0,0,0) already. - """ - - def clearTrack (mode = 0, fast = 0): - """ - Make this Object not track another anymore. - @type mode: int (bool) - @param mode: if nonzero the matrix transformation used for tracking is kept. - @type fast: int (bool) - @param fast: if zero, the scene hierarchy is updated automatically. If - you set 'fast' to a nonzero value, don't forget to update the scene - yourself (see L{Scene.Scene.update}). - """ - - def getAllProperties (): - """ - Return a list of all game properties from this object. - @rtype: PyList - @return: List of Property objects. - """ - - def getProperty (name): - """ - Return a game property from this object matching the name argument. - @type name: string - @param name: the name of the property to get. - @rtype: Property object - @return: The first property that matches name. - """ - - def addProperty (name_or_property, data, type): - """ - Add or create a game property for an object. If called with only a - property object, the property is assigned to the object. If called - with a property name string and data object, a new property is - created and added to the object. - @type name_or_property: string or Property object - @param name_or_property: the property name, or a property object. - @type data: string, int or float - @param data: Only valid when I{name_or_property} is a string. - Value depends on what is passed in: - - string: string type property - - int: integer type property - - float: float type property - @type type: string (optional) - @param type: Only valid when I{name_or_property} is a string. - Can be the following: - - 'BOOL' - - 'INT' - - 'FLOAT' - - 'TIME' - - 'STRING' - @warn: If a type is not declared string data will - become string type, int data will become int type - and float data will become float type. Override type - to declare bool type, and time type. - @warn: A property object can be added only once to an object; - you must remove the property from an object to add it elsewhere. - """ - - def removeProperty (property): - """ - Remove a game property from an object. - @type property: Property object or string - @param property: Property object or property name to be removed. - """ - - def removeAllProperties(): - """ - Removes all game properties from an object. - """ - - def copyAllPropertiesTo (object): - """ - Copies all game properties from one object to another. - @type object: Object object - @param object: Object that will receive the properties. - """ - - def getPIStregth(): - """ - Get the Object's Particle Interaction Strength. - @rtype: float - """ - - def setPIStrength(strength): - """ - Set the Object's Particle Interaction Strength. - Values between -1000.0 to 1000.0 - @rtype: None - @type strength: float - @param strength: the Object's Particle Interaction New Strength. - """ - - def getPIFalloff(): - """ - Get the Object's Particle Interaction falloff. - @rtype: float - """ - - def setPIFalloff(falloff): - """ - Set the Object's Particle Interaction falloff. - Values between 0 to 10.0 - @rtype: None - @type falloff: float - @param falloff: the Object's Particle Interaction New falloff. - """ - - def getPIMaxDist(): - """ - Get the Object's Particle Interaction MaxDist. - @rtype: float - """ - - def setPIMaxDist(MaxDist): - """ - Set the Object's Particle Interaction MaxDist. - Values between 0 to 1000.0 - @rtype: None - @type MaxDist: float - @param MaxDist: the Object's Particle Interaction New MaxDist. - """ - - def getPIType(): - """ - Get the Object's Particle Interaction Type. - @rtype: int - """ - - def setPIType(type): - """ - Set the Object's Particle Interaction type. - Use Module Constants - - NONE - - WIND - - FORCE - - VORTEX - - MAGNET - @rtype: None - @type type: int - @param type: the Object's Particle Interaction Type. - """ - - def getPIUseMaxDist(): - """ - Get the Object's Particle Interaction if using MaxDist. - @rtype: int - """ - - def setPIUseMaxDist(status): - """ - Set the Object's Particle Interaction MaxDist. - 0 = Off, 1 = on - @rtype: None - @type status: int - @param status: the new status - """ - - def getPIDeflection(): - """ - Get the Object's Particle Interaction Deflection Setting. - @rtype: int - """ - - def setPIDeflection(status): - """ - Set the Object's Particle Interaction Deflection Setting. - 0 = Off, 1 = on - @rtype: None - @type status: int - @param status: the new status - """ - - def getPIPermf(): - """ - Get the Object's Particle Interaction Permeability. - @rtype: float - """ - - def setPIPerm(perm): - """ - Set the Object's Particle Interaction Permeability. - Values between 0 to 10.0 - @rtype: None - @type perm: float - @param perm: the Object's Particle Interaction New Permeability. - """ - - def getPIRandomDamp(): - """ - Get the Object's Particle Interaction RandomDamp. - @rtype: float - """ - - def setPIRandomDamp(damp): - """ - Set the Object's Particle Interaction RandomDamp. - Values between 0 to 10.0 - @rtype: None - @type damp: float - @param damp: the Object's Particle Interaction New RandomDamp. - """ - - def getPISurfaceDamp(): - """ - Get the Object's Particle Interaction SurfaceDamp. - @rtype: float - """ - - def setPISurfaceDamp(damp): - """ - Set the Object's Particle Interaction SurfaceDamp. - Values between 0 to 10.0 - @rtype: None - @type damp: float - @param damp: the Object's Particle Interaction New SurfaceDamp. - """ - - def getSBMass(): - """ - Get the Object's SoftBody Mass. - @rtype: float - """ - - def setSBMass(mass): - """ - Set the Object's SoftBody Mass. - Values between 0 to 50.0 - @rtype: None - @type mass: float - @param mass: the Object's SoftBody New mass. - """ - - def getSBGravity(): - """ - Get the Object's SoftBody Gravity. - @rtype: float - """ - - def setSBGravity(grav): - """ - Set the Object's SoftBody Gravity. - Values between 0 to 10.0 - @rtype: None - @type grav: float - @param grav: the Object's SoftBody New Gravity. - """ - - def getSBFriction(): - """ - Get the Object's SoftBody Friction. - @rtype: float - """ - - def setSBFriction(frict): - """ - Set the Object's SoftBody Friction. - Values between 0 to 10.0 - @rtype: None - @type frict: float - @param frict: the Object's SoftBody New Friction. - """ - - def getSBErrorLimit(): - """ - Get the Object's SoftBody ErrorLimit. - @rtype: float - """ - - def setSBErrorLimit(err): - """ - Set the Object's SoftBody ErrorLimit. - Values between 0 to 1.0 - @rtype: None - @type err: float - @param err: the Object's SoftBody New ErrorLimit. - """ - - def getSBGoalSpring(): - """ - Get the Object's SoftBody GoalSpring. - @rtype: float - """ - - def setSBGoalSpring(gs): - """ - Set the Object's SoftBody GoalSpring. - Values between 0 to 0.999 - @rtype: None - @type gs: float - @param gs: the Object's SoftBody New GoalSpring. - """ - - def getSBGoalFriction(): - """ - Get the Object's SoftBody GoalFriction. - @rtype: float - """ - - def setSBGoalFriction(gf): - """ - Set the Object's SoftBody GoalFriction. - Values between 0 to 10.0 - @rtype: None - @type gf: float - @param gf: the Object's SoftBody New GoalFriction. - """ - - def getSBMinGoal(): - """ - Get the Object's SoftBody MinGoal. - @rtype: float - """ - - def setSBMinGoal(mg): - """ - Set the Object's SoftBody MinGoal. - Values between 0 to 1.0 - @rtype: None - @type mg: float - @param mg: the Object's SoftBody New MinGoal. - """ - - def getSBMaxGoal(): - """ - Get the Object's SoftBody MaxGoal. - @rtype: float - """ - - def setSBMaxGoal(mg): - """ - Set the Object's SoftBody MaxGoal. - Values between 0 to 1.0 - @rtype: None - @type mg: float - @param mg: the Object's SoftBody New MaxGoal. - """ - - def getSBInnerSpring(): - """ - Get the Object's SoftBody InnerSpring. - @rtype: float - """ - - def setSBInnerSpring(sprr): - """ - Set the Object's SoftBody InnerSpring. - Values between 0 to 0.999 - @rtype: None - @type sprr: float - @param sprr: the Object's SoftBody New InnerSpring. - """ - - def getSBInnerSpringFriction(): - """ - Get the Object's SoftBody InnerSpringFriction. - @rtype: float - """ - - def setSBInnerSpringFriction(sprf): - """ - Set the Object's SoftBody InnerSpringFriction. - Values between 0 to 10.0 - @rtype: None - @type sprf: float - @param sprf: the Object's SoftBody New InnerSpringFriction. - """ - - def getSBDefaultGoal(): - """ - Get the Object's SoftBody DefaultGoal. - @rtype: float - """ - - def setSBDefaultGoal(goal): - """ - Set the Object's SoftBody DefaultGoal. - Values between 0 to 1.0 - @rtype: None - @type goal: float - @param goal: the Object's SoftBody New DefaultGoal. - """ - - def isSB(): - """ - Returns the Object's SoftBody enabled state. - @rtype: boolean - """ - - def getSBPostDef(): - """ - get SoftBodies PostDef option - @rtype: int - """ - - def setSBPostDef(switch): - """ - Enable / Disable SoftBodies PostDef option - 1: on - 0: off - @rtype: None - @type switch: int - @param switch: the Object's SoftBody New PostDef Value. - """ - - def getSBUseGoal(): - """ - get SoftBodies UseGoal option - @rtype: int - """ - - def setSBUseGoal(switch): - """ - Enable / Disable SoftBodies UseGoal option - 1: on - 0: off - @rtype: None - @type switch: int - @param switch: the Object's SoftBody New UseGoal Value. - """ - def getSBUseEdges(): - """ - get SoftBodies UseEdges option - @rtype: int - """ - - def setSBUseEdges(switch): - """ - Enable / Disable SoftBodies UseEdges option - 1: on - 0: off - @rtype: None - @type switch: int - @param switch: the Object's SoftBody New UseEdges Value. - """ - - def getSBStiffQuads(): - """ - get SoftBodies StiffQuads option - @rtype: int - """ - - def setSBStiffQuads(switch): - """ - Enable / Disable SoftBodies StiffQuads option - 1: on - 0: off - @rtype: None - @type switch: int - @param switch: the Object's SoftBody New StiffQuads Value. - """ - - -class Property: - """ - The Property object - =================== - This property gives access to object property data in Blender, used by the game engine. - @ivar name: The property name. - @ivar data: Data for this property. Depends on property type. - @ivar type: The property type. - @warn: Comparisons between properties will only be true when - both the name and data pairs are the same. - """ - - def getName (): - """ - Get the name of this property. - @rtype: string - @return: The property name. - """ - - def setName (name): - """ - Set the name of this property. - @type name: string - @param name: The new name of the property - """ - - def getData(): - """ - Get the data for this property. - @rtype: string, int, or float - """ - - def setData(data): - """ - Set the data for this property. - @type data: string, int, or float - @param data: The data to set for this property. - @warn: See object.setProperty(). Changing data - which is of a different type then the property is - set to (i.e. setting an int value to a float type' - property) will change the type of the property - automatically. - """ - - def getType (): - """ - Get the type for this property. - @rtype: string - """ - -import id_generics -Object.__doc__ += id_generics.attributes |